Vehicle Spawn offset

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Vehicle Spawn offset

Post by MandeRek »

After loads of tweaking, and tons of help from FragMe!, my Tridroid is functioning! Yay! There's one problem.. With the new intelligent collision, the Droid is able to spawn on the ground, but he's wrong located and spawns on the edge of a platform, and then, falls off. Now this is NOT GOOD. My computer crashed as some may have known, and i don't have the source files of the world, meaning i can't replace the vehicle spawn.. Is there a way to do it by hex editing the lvl file, or even, through the script, vehiclespawn odf in common folder or the vehicle odf?

Thanks in advance, the BF0 Modding Team (if this is seen as signature tell me and it's gone)
User avatar
Culvar
1st Lieutenant
1st Lieutenant
Posts: 429
Joined: Thu Jul 10, 2008 10:36 am

Re: Vehicle Spawn offset

Post by Culvar »

EDIT: Whoops missed that last part.
Last edited by Culvar on Sun Aug 03, 2008 7:43 pm, edited 1 time in total.
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Vehicle Spawn offset

Post by MandeRek »

I think you missed something dude.. I can't ZEROEDIT this world anymore..

Shall replacing the spawn with the tri itself work? Scaling didn't, even at half the size it fell off..

Mods, admins.. You guys must have some suggestion :|
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Vehicle Spawn offset

Post by Teancum »

How would he do that?
MandeRek wrote:My computer crashed as some may have known, and i don't have the source files of the world, meaning i can't replace the vehicle spawn.
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Vehicle Spawn offset

Post by MandeRek »

Suggestion Tean? :?
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Vehicle Spawn offset

Post by Teancum »

Not really other than fudging with the collision. It'd be a needle in a haystack situation to figure out where and how to hex the vehicle spawn.
MandeRek
Sith Master
Sith Master
Posts: 2766
Joined: Tue Oct 02, 2007 10:51 am
Projects :: Battlefront Zer0
Games I'm Playing :: SWTOR
xbox live or psn: No gamertag set
Location: Ghosting around GT
Contact:

Re: Vehicle Spawn offset

Post by MandeRek »

Good point.. Zerted gave me this brilliant idea:

Code: Select all

[RDH]Zerted: you still have your mission script?
=LH=MandeRek: yeah
[RDH]Zerted: you can create a new map, in the map make a new layer.  On the new layer place an object where the ground needs to be to prevent the vehicle from falling
[RDH]Zerted: munge this map and copy the layer's lvl to your old map
[RDH]Zerted: in the old map's lua, read in the new map's layer and the object will appear ingame and prevent the vehicle from falling
=LH=MandeRek: so, basicly making some block of collision under it?
=LH=MandeRek: clever, very clever
[RDH]Zerted: yeah
=LH=MandeRek: but that would meah he can walk over space..
[RDH]Zerted: ?
=LH=MandeRek: the collision would stretch over the whole map right/
=LH=MandeRek: so he could walk everywhere
[RDH]Zerted: you said he spawns on the edge of a platform
=LH=MandeRek: yeah
[RDH]Zerted: just place on object floating on the edige of the platform to prevent him from falling
[RDH]Zerted: why would it need to cover the entire map?
=LH=MandeRek: because i don''t have the world files
=LH=MandeRek: only the munged lvl
[RDH]Zerted: so?
[RDH]Zerted: you're reading in a layer from a different map
=LH=MandeRek: yeah i see that point
[RDH]Zerted: the game murges them together
=LH=MandeRek: but how would i know where to place this block of collision?
[RDH]Zerted: you place it where the guy is falling off.  You might be able to get the spot in modtools.exe, else you would have to use trial and error
=LH=MandeRek: lol
=LH=MandeRek: the height is possible through modtools
=LH=MandeRek: coordinates maybe
=LH=MandeRek: but then in ZE..
[RDH]Zerted: make a color coded grid in another layer on the new map so you can see where the ingame coordinates line up
=LH=MandeRek: yeah..
=LH=MandeRek: one more question
=LH=MandeRek: this layer won't have terrain right?
[RDH]Zerted: only if you give it some (I think)
[RDH]Zerted: I never tired it with a non-terrianed layer
=LH=MandeRek: okay so i make a layer
=LH=MandeRek: with a block
=LH=MandeRek: coloured
=LH=MandeRek: and see where it is
=LH=MandeRek: then i adjust it under the vehicle
=LH=MandeRek: and make it transparent
[RDH]Zerted: if you want to
=LH=MandeRek: yeah, if it works i want to :P
Questions with this: How can i determine the exact coordinates in Modtools?
How can i determine these same coordinates in ZE, to make this collision block?

Edit: First i'll try this:

Code: Select all

=LH=MandeRek: i have an idea!
=LH=MandeRek: i can just take the mesh he's spawning on
=LH=MandeRek: make a small platform at the place he spawns
=LH=MandeRek: and then SetProperty(... and make a new lvl with this new model
=LH=MandeRek: good idea?
[RDH]Zerted: I don't understand it
=LH=MandeRek: through the script
=LH=MandeRek: you can use SetProperty
=LH=MandeRek: to change things from an odf
[RDH]Zerted: SetClassProperty, yes...
=LH=MandeRek: the object the tridroid spawns on, is imported in xsi
=LH=MandeRek: just from the mygeeto assets
=LH=MandeRek: then, i make a platform on the place the tridroid spawns, and export
=LH=MandeRek: i make a new lvl file, with this mesh in it
=LH=MandeRek: then i use setproperty to change the world's object's geometry name, in this new object
=LH=MandeRek: meaning ingame, will be my new object with platform where the tri can spawn on..
=LH=MandeRek: clever?
[RDH]Zerted: that may work
Post Reply